OpenGL混合问题
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【中文标题】OpenGL混合问题【英文标题】:OpenGL blend problem 【发布时间】:2010-09-22 20:28:07 【问题描述】:我想画站在桌子上的水族馆(容器)。 水族馆的墙壁需要混合。
但是,如果我先画桌子然后画水族馆,我会得到: - 从桌子上方看:好的 - 从桌子底部看:错了,我还是看到了水族箱
如果我先画水族馆,然后画桌子,我会得到: - 从桌子上方看:错了,水族馆的墙壁对桌子没有影响(不过它们会影响背景) - 从桌子底部看:错了,我还是看到了水族箱
有图说明:
http://img213.imageshack.us/img213/6609/pictureem.jpg
代码: main.cpp
int DrawGLScene(GLvoid)
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glLoadIdentity();
glBlendFunc(GL_SRC_ALPHA,GL_ONE_MINUS_SRC_ALPHA);
Cam.SetPrespective();
//----------------
GLfloat LightPosition0[]= 0.0, 0.0, 0.2, 1.0f ;
GLfloat LightAmbient0[]= 0, 0, 0, 1.0f ;
GLfloat LightDiffuse0[]= 1.0f, 1.0f, 1.0f, 1.0f ;
GLfloat LightSpecular0[]= 1.0f, 1.0f, 1.0f, 1.0f ;
glLightfv(GL_LIGHT0, GL_AMBIENT, LightAmbient0); // Setup The Ambient Light
glLightfv(GL_LIGHT0, GL_POSITION,LightPosition0); // Position The Light
glLightfv(GL_LIGHT0, GL_DIFFUSE, LightDiffuse0); // Setup The Diffuse Light
glLightfv(GL_LIGHT0, GL_SPECULAR, LightSpecular0); // Setup The Diffuse Light
glEnable(GL_LIGHT0);
glEnable(GL_COLOR_MATERIAL);
glColorMaterial(GL_FRONT, GL_AMBIENT_AND_DIFFUSE);
//----------------
glLightfv(GL_LIGHT1, GL_AMBIENT, LightAmbient); // Setup The Ambient Light
glLightfv(GL_LIGHT2, GL_POSITION,LightPosition); // Position The Light
glLightfv(GL_LIGHT2, GL_DIFFUSE, LightDiffuse); // Setup The Diffuse Light
drawContainer(); //container drawn first in this example
//.. draw other things
drawTable();
drawGround();
/*
//.. draw other things
drawTable();
drawGround();
drawContainer(); //container drawn last in this example
*/
CheckKeys();
if(mouse)
CheckMouse();
return TRUE;
void drawTable()
glColor3f(1.0f, 0.5f, 1.0f);
GLfloat cx = MIN_X+(MAX_X-MIN_X)/2.0f;
GLfloat cy = MIN_Y-0.1f;
GLfloat cz = MIN_Z+(MAX_Z-MIN_Z)/2.0f;
GLfloat cr = sqrt((MAX_X-MIN_X)*(MAX_X-MIN_X)+(MAX_Z-MIN_Z)*(MAX_Z-MIN_Z))*0.85f;
int th = 5.0f; //centerPieceThickness
drawCylinder(cx,cy,cz,th,cr);
glColor3f(0.7f, 0.5f, 0.5f);
drawCylinder(MAX_X+cr*0.155f, cy-th, MAX_Z+cr*0.155f, 25*th, cr*0.035f);
drawCylinder(MAX_X+cr*0.155f, cy-th, MIN_Z-cr*0.155f, 25*th, cr*0.035f);
drawCylinder(MIN_X-cr*0.155f, cy-th, MIN_Z-cr*0.155f, 25*th, cr*0.035f);
drawCylinder(MIN_X-cr*0.155f, cy-th, MAX_Z+cr*0.155f, 25*th, cr*0.035f);
void drawGround()
int th = 5.0f;
GLfloat cx = MIN_X+(MAX_X-MIN_X)/2.0f;
GLfloat cy = MIN_Y-0.1f;
GLfloat cz = MIN_Z+(MAX_Z-MIN_Z)/2.0f;
GLfloat cr = sqrt((MAX_X-MIN_X)*(MAX_X-MIN_X)+(MAX_Z-MIN_Z)*(MAX_Z-MIN_Z))*8.5f;
glColor3f(0.0f, 0.6f, 0.0f);
drawCylinder(cx,cy-26*th,cz,10.f,cr);
void drawContainer()
glColor3f(0.2f, 0.2f, 0.2f);
drawCuboid(MIN_X-0.5, MAX_X+0.5f, MIN_Y-0.5, MIN_Y+0.5, MIN_Z-0.5f, MIN_Z+0.5f);
drawCuboid(MIN_X-0.5, MAX_X+0.5f, MIN_Y-0.5, MIN_Y+0.5, MAX_Z-0.5f, MAX_Z+0.5f);
drawCuboid(MIN_X-0.5, MAX_X+0.5f, MAX_Y-0.5, MAX_Y+0.5, MIN_Z-0.5f, MIN_Z+0.5f);
drawCuboid(MIN_X-0.5, MAX_X+0.5f, MAX_Y-0.5, MAX_Y+0.5, MAX_Z-0.5f, MAX_Z+0.5f);
drawCuboid(MIN_X-0.5, MIN_X+0.5f, MIN_Y-0.5, MAX_Y+0.5, MIN_Z-0.5f, MIN_Z+0.5f);
drawCuboid(MIN_X-0.5, MIN_X+0.5f, MIN_Y-0.5, MAX_Y+0.5, MAX_Z-0.5f, MAX_Z+0.5f);
drawCuboid(MAX_X-0.5, MAX_X+0.5f, MIN_Y-0.5, MAX_Y+0.5, MIN_Z-0.5f, MIN_Z+0.5f);
drawCuboid(MAX_X-0.5, MAX_X+0.5f, MIN_Y-0.5, MAX_Y+0.5, MAX_Z-0.5f, MAX_Z+0.5f);
drawCuboid(MIN_X-0.5, MIN_X+0.5f, MIN_Y-0.5, MIN_Y+0.5, MIN_Z-0.5f, MAX_Z+0.5f);
drawCuboid(MIN_X-0.5, MIN_X+0.5f, MAX_Y-0.5, MAX_Y+0.5, MIN_Z-0.5f, MAX_Z+0.5f);
drawCuboid(MAX_X-0.5, MAX_X+0.5f, MIN_Y-0.5, MIN_Y+0.5, MIN_Z-0.5f, MAX_Z+0.5f);
drawCuboid(MAX_X-0.5, MAX_X+0.5f, MAX_Y-0.5, MAX_Y+0.5, MIN_Z-0.5f, MAX_Z+0.5f);
glEnable(GL_BLEND);
glDisable(GL_DEPTH_TEST);
glColor4f(0.5f,1.0f,1.0f,0.12f);
drawCuboid(MIN_X,MAX_X,MIN_Y,MAX_Y,MIN_Z,MAX_Z);
glDisable(GL_BLEND);
glEnable(GL_DEPTH_TEST);
【问题讨论】:
更好地缩进你的代码。 【参考方案1】:对于不透明(非透明多边形): 启用 GL_DEPTH_TEST,并渲染所有这些。
对于透明多边形:保留GL_DEPTH_TEST
,但使用glDepthMask(GL_FALSE)
禁用深度写入,然后在渲染前从后到前对透明多边形进行排序。
另请参阅FAQ
【讨论】:
【参考方案2】:我怀疑问题是由 drawContainer() 中的 glDisable(GL_DEPTH_TEST) 引起的。我建议注释掉 GL_DEPTH_TEST 行——在这种情况下,水族箱相对于桌子和地板是否正确?
【讨论】:
是的,这行得通:)。但只有在最后绘制水族馆时。我怀疑这可能是解决方案,但当时首先绘制了水族馆...... 您仍然需要对透明多边形进行排序。请参阅下面的答案。 我不知道为什么要这样做。现在它看起来就像我想从水族馆的任何一侧看到的那样。以上是关于OpenGL混合问题的主要内容,如果未能解决你的问题,请参考以下文章